John Laviolette
- talysman
- talysman@gmail.com
- America/Los_Angeles
- Yes
- No
Created new world (creative, cheats enabled.) Included a behavior pack and two resource packs, but these are actually the vanilla packs from minecraft.net (was planning on editing them later to create my own add-ons.) No changes have been made to these packs yet.
Loaded world. Opened creative inventory, selected building blocks from first inventory tab (yellow concrete, acacia planks, stairs and slabs.) Selected next tab (decorations) to find the next item I needed, the acacia fence. Don't see this in inventory, can only see three lines of items, but before I can selected another tab, crashed to desktop. No error message.
Started MCWIN10 again, loaded same world. yellow concrete and torches are in hotbar, but not the other items selected before. Selected the acacia items, went to decorations tab. MCWIN10 crashed to desktop again.
Started MCWIN10 again, this time created a new creative world with no packs. I do get the full decorations tab and can see the fences, no crash. Will try to refresh the packs to make sure they are vanilla and up to date, to verify if the problem happens with resource packs.
UPDATE: Replaced all files in the resource and behavior packs (except manifest.json) with the files in the vanilla 1.1 zips. Reloaded world, confirmed the issue was the same. Compared my manifest.json files to the example in the new zips to make sure it wasn't something stupid on my part like a version change, but everything looks correct. These packs did load fine before the update, since the only changes I'd made was to give them unique UUIDs. I haven't started editing any of the other json or texture files.
Build my home base, then went about 100+ blocks away in two different directions to build custom villages in survival. Cured zombies and populated villages successfully, but instead of picking beds or workstations that were in the village, they sometimes run the distance and invade my house instead.
For example, I did not place any barrels in my first two villages, but but I have had several fishermen come to my house. They seem to have problems opening the door, possibly because some of the barrels I have are in basements and they don't know how to pathfind to those locations, so they just stand around outside roughly over the location of the underground barrels and eventually get attacked by zombies.
Also had similar problem with brewing stands and clerics. I have not placed brewing stands in either village, but baby villagers are growing up as clerics and running to my house. Sticking villagers into boats and bringing them back to their village does not fix the problem. They still return.
Thought at first problem was that babies were roaming very far from home and then growing up closer to my house than to the village, so I completely enclosed the village. However, I have fishermen and clerics showing up in the village still. One fisherman just stands at the fence corner closest to my house and stares into the distance.
EDIT TO ADD: Was going to include a pic of this fisherman, couldn't find him, assumed he'd died in a recent raid. But later he emerged from my mine. Not sure how he escaped the fenced area, but it's definitely him, because he's earned some experience from trading.
Tried also to place a barrel in the village to give the fisherman a workstation they could reach. Did not fix the problem.
As for beds, I kept my bed in an upstairs loft. A fisherman who actually made it into my house took my bed, but could not leave the upstairs after waking up the next day. They stayed there for quite some time before a zombie somehow invaded.
Tried breaking all beds, or placing beds in basement where they could not be reached. Still see the "sparkly stars" over the bed indicating a villager is trying to reach it to sleep.
Traveled away from, then returned to homebase on survival world and found that signs and chests were invisible. Wireframe highlighting is still visible on either when targeting a specific sign/chest. Chests can still be opened and items are still inside, so this is not a duplicate of
MC-138938, and text on signs is still visible, either rendered on the item behind the sign or floating in the air.
Exiting and restarting Minecraft corrected the issue, so I was unable to get a screenshot (first screenshots did not work correctly, produced grey screen with small text in upper left corner reading "Minecraft 1.14".) Have not tried to replicate issue yet.
The progress arrow in a furnace, smelter, or smoker stops updating at random points. This does not affect the actual smelting process (1 coal smelts 8 items, for example.)
This happens whether or not player leaves the area.
Two example screenshots attached.
Progress stops during the actual smelting process, but progress indicator does not clear when items are removed. Putting more ore/food AND fuel in resets the indicator, though.
Tamed wolves continue to whine even when fed until tail is at fully healed position or when placed in love mode.
Update:
This may be linked to a second problem I had with tamed pets getting stuck in a sitting or standing position. However, I did not report that second issue because I was unable to duplicate it in worlds generated in later beta versions, although the problem persists in the original world.
In that world, taming either a wolf or cat, then exiting and reloading the world, causes the pet to remain stuck in its last position. Because pets stuck in the standing position no longer follow and eventually wander off, the issue seems to be loss of an owner identifier.
If unowned tame wolves whine constantly regardless of health, this would explain the primary issue.
Beginning with latest beta, large slimes stopped taking damage from cactus under certain circumstances.
Steps to recreate:
- Create two-high cactus barrier with blocks in ceiling as shown in this screenshot.
2. All slimes attempt to go through barrier to attack other mobs, but only small and medium slimes are damaged when they touch the cactus.
3. Breaking the low-hanging ceiling block does not allow large slime to get through the barrier, but does allow it to take damage from the cactus.
Also, a three-high cactus barrier will damage the large cactus.
Since the slime touches the cactus and cannot pass through the gaps in all three cases, it seems inconsistent that a large slime onlytakesdamagein two of the cases. Either it should always take damage, or itshouldn't try to pass through areas whereit won't fit.Beginning with latest beta, large slimes stopped taking damage from cactus under certain circumstances.
Steps to reproduce:
- Create two-high cactus barrier with blocks in ceiling as shown in attached Screenshot (120).png
- Spawn slimes on one side of barrier and place "bait" (player in survival mode or iron golem) on other side as in attached Screenshot (121).png.
- Observe behavior of slimes, then break blocks hanging from ceiling between the cacti as a follow-up test as in Screenshot (122).png
Observed Results:
- Slimes attempt to go through barrier to attack player or iron golem, but only small and medium slimes are damaged when they touch the cactus. Large slimes bump against the cactus repeatedly without damage.
- When follow-up test is performed, large slime still can't pass through the barrier, but takes damage from cactus.
Expected Results:
Either all slimes should take damage from any cactus they touch, or slimes shouldn't try to pass through areas where they won't fit.
Steps to Reproduce:
- Earn Sound the Alarm achievement, then view the reward (Villager Nose in character creator.)
- Reward is unlocked and Collect button is visible. Click it.
Expected Result:
Receive reward.
Actual Result:
Hear button click sound, but nothing happens. Reward cannot be collected, although it still shows as unlocked and collectible.
Issue actually began in 1.16.210.54, but did not go away with update. I do not have a second account to test if issue can actually be reproduced.
Update: Issue was fixed with update to 1.16.210.56.
























Update: I realize now the chat window is not relevant, except that it prevents the F3 key and possibly Esc from working until you are able to leave bed. Also, just loaded up the same world (no longer stuck in bed,) and I may have been wrong about the dog changing floors. So, the problem is that sleep doesn't end, the Leave Bed button doesn't work, and possible causes may be the chest adjacent to the end of the bed or the upside-down stair one block away to the left.
Layout of bedroom, to make the description clearer.
UPDATE 2:
When I replaced all files in the resource and behavior packs, i did so in the main /resource_packs and /behavior_packs folders, but I did not know there were similar folders in each world. Did this for the world in question and the problem went away. This probably means that the issue is caused by add-on packs for the older version being incompatible with 1.1.
To confirm, I may try to create a new world and use an unaltered copy of the old Vanilla Resource pack zip. If that causes the crash, that may explain it.
Also happens to me. But also, I was unable to load a fresh world created today in 1.12.2. Didn't have any worlds created in the other pre-releases or snapshots to test (I always delete worlds made in snapshots when a new snapshot comes out.)
Related problem: Kelp will grow upwards into a flowing water block, then instantly break at that point. Discovered this when trying to build automated kelp farm... in Java, pistons can be used to break a long strand of kelp just above the base to harvest the drops, but in Bedrock, when the piston retracts, it leaves flowing water in its place instead of source water. After that point, the kelp will continue to break every time it tries to grow.
This bug can be exploited to build silent pistonless kelp farms, but also means a lack of parity between Java and Bedrock.
Pretty sure it's not intentional. The world would slowly fill up with llamas that you can't interact with.
Same here. Specifically tried to place an item frame after discovering that all previous item frames had vanished and debug screen did not show that any item frame was present. Game crashed immediately when item frame was placed.
Witnessed this myself while caving. Tried to place water stream next to falling lava to either turn lava into cobblestone or turn water source block into smooth stone. Neither transformation happened.
IonicEcko:
I was wearing chain chest/boots, but not chain helmet/pants, at least not during that play session. You may notice in the screenshot that I removed the chest/boots armor to check if that was causing the glitch in the helmet and pants.
Two additional pieces of information:
This clarifies that the furnace/smoker remembers the actual progress. It's the UI that isn't updating.
Sorry about the slow response... I've done a long playthrough in the most recent beta versions to see what the differences are, avoiding the obvious things like interacting with either the wandering trader or the llamas.
The llamas do still linger for a while after the trader disappears, but the problem is no where near as bad as when I first reported the issue. I think what happens is that if the trader disappears and the llamas don't, after a couple game days the llamas will now despawn. They do linger long enough that I still run across them from time to time, usually underground, confirming the problem still exists.
I have a guess about how this occurs, though. I don't think it happens when the trader despawns naturally, but when he is killed by a hostile mob, suffocation in a block, or something else other than being killed by a player or pet. Since the trader didn't despawn. the llamas don't despawn with him, and they are treated like any other passive mob, eventually despawning.
Latest pic of llamas not despawning. These llamas spawned with a trader undergound.
Example of a trader and llamas spawning in a dangerous area.
Changed "recreate" to "reproduce" as requested. Replaced all in-line images with references to attachment names so that the steps to reproduce are clearer (in-line images produced too much clutter.) Also reworded last paragraph and split it into "Observed" and "Expected" behaviors to match guidelines.
Can confirm that an enderman holding a cactus that teleports into a cave won't despawn... have an enderman hanging around on a ledge underground that has been in that same place after a week of playtime.
First suspected something was wrong when I noticed an unusual number of endermen hanging around in the daytime around my desert base and not despawning when I left the area to unload the chunks. Since some of the endermen are holding sand or grass, I think there may also be an issue that lowers the chance of an enderman placing a block.
Have this issue with flaming arrows, but after the recent update, there is a workaround: I can open inventory and swap the non-functioning artifact with another active artifact, then swap it back immediately and close inventory. This seems to reset the status.
Sorry, but that's really a job for the site admin, which is why I reported it.
The problem with polar bear spawns in mountain biomes is that they will also spawn on (for example) cobblestone al the way up to build limit. Which can be a problem if you get trapped on a build because a polar bear and cub spawned behind you.
Wiki says they only spawn in mountain biomes on Bedrock, but I have not tested it in Java to confirm. So, could be a parity issue.
Also, of course, polar bears drop fish when they die, since the drops were based on real-life polar bear diet. They're marine mammals. If the intention is to keep the spawns as-is, polar bear drops should maybe be changed to reflect their new extended habitat.